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Cassidy R. Nelson

Publications and source records attributed to Cassidy R. Nelson.

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Simulations for Augmented Reality Evaluation for Mass Casualty Incident Triage

Mass casualty incidents (MCIs) are a high-risk, sensitive domain with profound implications for patient and responder safety. Augmented reality has shown promise as an assistive tool for high-stress work domains and MCI triage both in the field and for pre-field training. However, the vulnerability of MCIs makes it challenging to evaluate new tools designed to enhance MCI response. In other words, profound evolutions like the integration of augmented reality into field response require thorough proof-of-concept evaluations before being launched into real-world response. This paper describes two progressive simulation strategies for augmented reality that bridge the gap between computer-based simulation and actual field response.

cs.HC

Scoping Review: Mental Health XR Games at ISMAR, IEEEVR, & TVCG

Extended reality serious games for mental health are a promising research avenue to address the accessibility gap in mental health treatment by bringing therapy to patients in their homes, offering highly adaptable and immersive yet safe therapy opportunities, and increasing motivation and engagement with therapeutic exercises. However, the sensitive use case of mental health demands thoughtful integration with mental health concepts and a comprehensive understanding of prior literature. This paper presents a scoping literature review of the ISMAR, IEEEVR, and TVCG communities to assess the contributions of the XR community to the mental health serious game domain and explore potential weaknesses and strengths for future work by XR researchers. To this end, this review identified 204 possibly relevant articles in the XR community and fully evaluated 6 XR serious games for mental health. This relatively small number of articles for final inclusion suggests that XR mental health serious games are largely underexplored by the XR community (or not reported within the XR community). There is value in exploring the existing literature space as it is. Thus, this paper evaluates these six papers in terms of game elements and underlying psychological foundations, and discuss future directions for XR researchers in this wide-open research space within our community.

cs.HC

Pedagogical Design Considerations for Mobile Augmented Reality Serious Games (MARSGs): A Literature Review

As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more prominent elements in learning environments. In this work, we examine mobile augmented reality serious games (MARSGs) as the intersection of these technology-based experiences and to what effect their combination can yield even greater learning outcomes. We present a PRISMA review of 23 papers (from 610) spanning the entire literature timeline from 2002 to 2023. Among these works, there is wide variability in the realized application of game elements and pedagogical theories underpinning the game experience. For an educational tool to be effective, it must be designed to facilitate learning while anchored by pedagogical theory. Given that most MARSG developers are not pedagogical experts, this review further provides design considerations regarding which game elements might proffer the best of three major pedagogical theories for modern learning (cognitive constructivism, social constructivism, and behaviorism) based on existing applications. We will also briefly touch on radical constructivism and the instructional elements embedded within MARSGs. Lastly, this work offers a synthesis of current MARSG findings and extended future directions for MARSG development.

cs.HC